sabinati wrote:it adds value to a bunch of stuff that was low value
I disagree. The stuff that was low value is still shit. It's just there's nothing "good" now. I guess having everything roughly the same could seen as an advantage, but I don't see it that way.
sabinati wrote:it adds flexibility and variety of gear
Flexibility: arguably good, and it's certainly there. There is comfort in having a set of clothes you can use for most of your crafting, if you aren't too diversified, and you can combine items in a way that benefits you specifically. In other ways it's more rigid though: under the old system I could mix and match gear to give the best bonus for the task, whereas under the new it's a lot harder to be efficient with crafting gear. For example, I need surv and int for bone saws, surv and dex for arrows, surv and perc for roasting meat. And the stats I need combined with other skills for other recipes, like perc for cooking, hunting, etc. The old system permitted me to mix and match gear as I pleased for the best outcome, whereas the new forces you to either use a suboptimal outcome or grind until you eventually create super items capable of adding an array of stats.
Variety of gear I disagree with completely, you only need a very small subset of gear types compared to what you needed before.
sabinati wrote:there are bonuses that didn't exist before or only existed for a single item
Expanding the clothing section would have achieved this. I think it would have been more meaningful that way, personally.
sabinati wrote:you can have more total bonuses
I don't see large amounts of bonuses in most stats simultaneously as a good thing, personally.